Just trying to fix things now

This commit is contained in:
2026-06-08 09:39:09 -05:00
parent be68fe5a35
commit 2ca6780305
9 changed files with 137 additions and 91 deletions
+9 -4
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@@ -53,6 +53,13 @@ All struct and enum types end in `_t` (`animation_t`, `errorret_t`, …).
### Implementation files (`.c`)
- Contain function bodies only; no declarations.
- Pull in whatever additional includes the implementation needs.
- Do not use `static` or `inline` on **functions**. Every function,
including internal helpers, must be declared in the matching `.h` and
defined in the `.c` file. Internal helpers belong near the bottom of
the `.c` file, not at the top with a `static` qualifier.
`static` and `inline` on functions are only appropriate when the
function body is written directly inside a `.h` file.
`static` on **variables** (file-scope state) is fine and expected.
### Formatting
- Hard-wrap all lines at **80 characters**.
@@ -398,10 +405,8 @@ const size_t size
```
### Comments in `.c` files
- Block comments that describe a section use the divider style:
```c
/* ---- Public API ---- */
```
- Do not use section dividers (`/* ---- ... ---- */`). Just let the
functions follow one another with a single blank line between them.
- Multi-line explanatory comments inside function bodies use `//` lines:
```c
// Script modules are freed; orphaned JS wrapper objects now get GC'd
+18 -6
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@@ -4,12 +4,24 @@
// https://opensource.org/licenses/MIT
const PLAYER_SPEED = 5.0;
// 1 world unit = 16 pixels.
const PIXEL_SCALE = 1.0 / 16.0;
// Player sprite is 32x32 px (test.png dimensions).
const PLAYER_W = 32 * PIXEL_SCALE;
const PLAYER_H = 32 * PIXEL_SCALE;
var player = {};
var _entity, _position, _physics;
player.getAssets = () => {
return [
{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
];
}
player.init = function(scene) {
var texture = scene.assets.getAssetByPath('test.png');
Console.print('Player init: got texture ' + texture);
player.create = function(texEntry) {
_entity = Entity.create();
_position = _entity.add(Component.POSITION);
_physics = _entity.add(Component.PHYSICS);
@@ -19,13 +31,13 @@ player.create = function(texEntry) {
_physics.gravityScale = 1.0;
var r = _entity.add(Component.RENDERABLE);
r.texture = texEntry.texture;
r.texture = texture.texture;
r.type = Renderable.SPRITEBATCH;
r.color = new Color(220, 80, 80);
// upright quad: (-0.5,0,0) -> (0.5,1,0) in XY plane
r.sprites = [[-0.5, 0, 0, 0.5, 1, 0, 0, 1, 1, 0]];
// Upright quad centered on X, bottom-aligned on Y.
r.sprites = [[-PLAYER_W/2, 0, 0, PLAYER_W/2, PLAYER_H, 0, 0, 1, 1, 0]];
_position.localPosition = new Vec3(0, 1, 0);
_position.localPosition = new Vec3(0, PLAYER_H, 0);
};
player.getPosition = function() {
+14 -47
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@@ -4,11 +4,6 @@
// https://opensource.org/licenses/MIT
var scene = {};
var player = require('player.js');
var assets = AssetBatch([
{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
]);
// Pokemon DS-style camera: ~34 degrees elevation (atan(6/9)).
// CAM_HEIGHT / CAM_DIST ratio controls the tilt - keep it under 0.7 for
@@ -16,58 +11,30 @@ var assets = AssetBatch([
const CAM_HEIGHT = 6;
const CAM_DIST = 9;
var cam, camPos;
var floorEntity;
function updateCamera() {
var pp = player.getPosition().worldPosition;
// Position is offset above and behind the player; lookAt the exact player
// world position so the player projects to the center pixel every frame.
camPos.localPosition = new Vec3(pp.x, pp.y + CAM_HEIGHT, pp.z + CAM_DIST);
camPos.lookAt(new Vec3(pp.x, pp.y, pp.z));
}
scene.init = async function() {
assets.lock();
await assets.loaded();
var texEntry = assets.entry(0);
// Camera
cam = Entity.create();
camPos = cam.add(Component.POSITION);
cam.add(Component.CAMERA);
scene.cam = Entity.create();
var camPos = scene.cam.add(Component.POSITION);
var cam = scene.cam.add(Component.CAMERA);
camPos.localPosition = new Vec3(3, 3, 3);
camPos.lookAt(new Vec3(0, 0, 0));
// Floor - infinite static plane at Y=0. Rendered as a large flat blue
// slab using the default SHADER_MATERIAL (no texture needed).
floorEntity = Entity.create();
var floorPos = floorEntity.add(Component.POSITION);
var floorPhysics = floorEntity.add(Component.PHYSICS);
floorPhysics.bodyType = Physics.STATIC;
floorPhysics.shape = Physics.SHAPE_PLANE;
var floorR = floorEntity.add(Component.RENDERABLE);
// Floor - large flat slab, no texture needed.
scene.floor = Entity.create();
var floorPos = scene.floor.add(Component.POSITION);
var floorR = scene.floor.add(Component.RENDERABLE);
floorR.type = Renderable.SHADER_MATERIAL;
floorR.color = Color.BLUE;
floorPos.localScale = new Vec3(16, 0.2, 16);
floorPos.localPosition = new Vec3(0, -0.1, 0);
// Player - spawns 1 unit above the floor so physics drops it cleanly.
player.create(texEntry);
// Initialise camera at the correct angle from the player's spawn position.
updateCamera();
// floorPos.localScale = new Vec3(16, 0.2, 16);
// floorPos.localPosition = new Vec3(0, -0.1, 0);
};
scene.update = function() {
player.update();
updateCamera();
};
scene.dispose = function() {
player.dispose();
Entity.dispose(floorEntity);
Entity.dispose(cam);
assets.unlock();
Entity.dispose(scene.floor);
Entity.dispose(scene.cam);
};
module.exports = scene;
+30 -34
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@@ -11,38 +11,6 @@
#include "util/memory.h"
#include <unistd.h>
/* ---- Per-entry event trampolines ----------------------------------------- */
static void assetBatchEntryOnLoadedCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->loadedCount++;
eventInvoke(&batch->onEntryLoaded, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
if(batch->errorCount == 0) {
eventInvoke(&batch->onLoaded, batch);
} else {
eventInvoke(&batch->onError, batch);
}
}
}
static void assetBatchEntryOnErrorCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->errorCount++;
eventInvoke(&batch->onEntryError, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
eventInvoke(&batch->onError, batch);
}
}
/* ---- Public API ---------------------------------------------------------- */
void assetBatchInit(
assetbatch_t *batch,
const uint16_t count,
@@ -86,7 +54,7 @@ void assetBatchInit(
);
if(batch->entries[i]->state == ASSET_ENTRY_STATE_LOADED) {
/* Already loaded (cached) - count it now, no subscription needed. */
// Already loaded (cached) - count it now, no subscription needed.
batch->loadedCount++;
} else if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) {
batch->errorCount++;
@@ -161,9 +129,37 @@ void assetBatchDispose(assetbatch_t *batch) {
if(batch->entries[i]) {
// Unsubscribe while we still hold a lock so the entry is live.
eventUnsubscribe(&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb);
eventUnsubscribe(&batch->entries[i]->onError, assetBatchEntryOnErrorCb);
eventUnsubscribe(&batch->entries[i]->onError, assetBatchEntryOnErrorCb);
assetUnlockEntry(batch->entries[i]);
}
}
memoryZero(batch, sizeof(assetbatch_t));
}
void assetBatchEntryOnLoadedCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->loadedCount++;
eventInvoke(&batch->onEntryLoaded, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
if(batch->errorCount == 0) {
eventInvoke(&batch->onLoaded, batch);
} else {
eventInvoke(&batch->onError, batch);
}
}
}
void assetBatchEntryOnErrorCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->errorCount++;
eventInvoke(&batch->onEntryError, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
eventInvoke(&batch->onError, batch);
}
}
+18
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@@ -104,3 +104,21 @@ errorret_t assetBatchRequireLoaded(assetbatch_t *batch);
* @param batch Batch to dispose.
*/
void assetBatchDispose(assetbatch_t *batch);
/**
* Event trampoline invoked when a batch entry finishes loading.
* Increments the loaded counter and fires batch-level events.
*
* @param params The loaded assetentry_t pointer.
* @param user The owning assetbatch_t pointer.
*/
void assetBatchEntryOnLoadedCb(void *params, void *user);
/**
* Event trampoline invoked when a batch entry fails to load.
* Increments the error counter and fires batch-level events.
*
* @param params The errored assetentry_t pointer.
* @param user The owning assetbatch_t pointer.
*/
void assetBatchEntryOnErrorCb(void *params, void *user);
+4
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@@ -7,9 +7,13 @@ var Scene = {
};
Scene.update = () => {
if(!Scene.current || !Scene.current.update) return;
Scene.current.update();
}
Scene.dynamicUpdate = () => {
if(!Scene.current || !Scene.current.dynamicUpdate) return;
Scene.current.dynamicUpdate();
}
Scene.set = (newScene) => {
@@ -6,6 +6,7 @@
*/
#include "moduleassetbatch.h"
#include "util/string.h"
#define ASSET_BATCH_LOADED_MAX 8
@@ -273,6 +274,30 @@ moduleBaseFunction(moduleAssetBatchEntry) {
return scriptProtoCreateValue(&MODULE_ASSET_ENTRY_PROTO, &e);
}
moduleBaseFunction(moduleAssetBatchGetAssetByPath) {
moduleBaseRequireArgs(1);
jsassetbatch_t *b = moduleAssetBatchSelf(callInfo);
if(!b || !b->batch) return jerry_undefined();
if(!jerry_value_is_string(args[0])) return jerry_undefined();
char_t path[ASSET_FILE_NAME_MAX];
jerry_size_t pathLen = jerry_string_to_buffer(
args[0], JERRY_ENCODING_UTF8,
(jerry_char_t *)path, ASSET_FILE_NAME_MAX - 1
);
path[pathLen] = '\0';
for(uint16_t i = 0; i < b->batch->count; i++) {
assetentry_t *entry = b->batch->entries[i];
if(!entry) continue;
if(!stringEquals(entry->name, path)) continue;
assetEntryLock(entry);
jsassetentry_t e = { .entry = entry };
return scriptProtoCreateValue(&MODULE_ASSET_ENTRY_PROTO, &e);
}
return jerry_undefined();
}
moduleBaseFunction(moduleAssetBatchGetOnLoaded) {
jsassetbatch_t *b = moduleAssetBatchSelf(callInfo);
if(!b || !b->batch) return jerry_undefined();
@@ -349,6 +374,10 @@ void moduleAssetBatchInit(void) {
scriptProtoDefineFunc(
&MODULE_ASSET_BATCH_PROTO, "entry", moduleAssetBatchEntry
);
scriptProtoDefineFunc(
&MODULE_ASSET_BATCH_PROTO, "getAssetByPath",
moduleAssetBatchGetAssetByPath
);
scriptProtoDefineProp(
&MODULE_ASSET_BATCH_PROTO, "onLoaded",
moduleAssetBatchGetOnLoaded, NULL
@@ -89,6 +89,15 @@ moduleBaseFunction(moduleAssetBatchUnlock);
*/
moduleBaseFunction(moduleAssetBatchEntry);
/**
* getAssetByPath(path) - finds the first entry whose name matches path
* and returns it as a locked AssetEntry, or undefined if not found.
* The returned entry must be unlocked separately when no longer needed.
* @param args[0] Path string to match against entry names.
* @return AssetEntry, or undefined if no entry matches.
*/
moduleBaseFunction(moduleAssetBatchGetAssetByPath);
/** @return The onLoaded Event (fires once when all entries load). */
moduleBaseFunction(moduleAssetBatchGetOnLoaded);
+6
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@@ -57,6 +57,12 @@ interface AssetBatch {
* Returns `undefined` if `index` is out of range or the batch is disposed.
*/
entry(index: number): AssetEntry | undefined;
/**
* Returns the first `AssetEntry` whose path matches, adding an
* independent lock. Returns `undefined` if no entry matches.
* The returned entry must be unlocked separately when no longer needed.
*/
getAssetByPath(path: string): AssetEntry | undefined;
/**
* Fires once when every entry has loaded successfully.